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Abstract

We propose and test a model of loyalty in games. Players can mutually maintain loyalty by working towards a common goal that is pareto-superior to any Nash equilibrium without it. Loyalty imposes a psychological cost on defecting in an ongoing cooperation, which is thus sustained. We distinguish loyalty from reciprocity and explain how it complements guilt aversion with two dynamic games from a field experiment conducted in a Pakistani factory. The evidence supports the validity of loyalty, which has a stronger effect within than between groups.

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Data availability

The dataset generated and analyzed in the current study is available from the corresponding author upon request.

Notes

  1. The returned amount doubles in Stage 2, which is less than how it is tripled in Stage 1 to model the opportunity cost of further delayed consumption in Stage 2 as opposed to greater time-discounted benefits of receiving it in advance in Stage 1, as featured in real world settings.

  2. Outcome-based utilities also predict the same rates of sending and returning in both games, as returning in Stage 2 decreases inequality (Bolton & Ockenfels, 2000; Fehr & Schmidt, 1999) or increases the social surplus (Engelmann & Strobel, 2004). Thus, these theories cannot distinguish between the two games. Our experimental approach is similar to that of Cox (2004), who identified reciprocity as a preference distinct from inequity aversion and altruism by comparing behavior in a trust game and various dictator games.

  3. For example, Ciccarone et al. (2020) distinguish between the two explanations by manipulating the second-order beliefs of dictators on the first-order beliefs of recipients on whether they are matched with an ingroup or outgroup dictator. Guilt aversion should generate a difference while social preferences should not, and they found evidence for the latter. However, Charness et al. (2022) found that group biases in guilt aversion can be reduced by making mutual promises that bridge the gap between members of different groups.

  4. Even with an arbitrarily small probability \(\epsilon >0\) of player 1 choosing SEND, it is a best response for player 2 to also SEND.

  5. Using the notion of reciprocity introduced by Falk and Fischbacher (2006) (originally defined in a simultaneous setting), where kindness is defined in relative terms, we find a similar result that the decision to SEND in the first stage signals kindness in the TG, but not in the RG.

  6. Assume player i has two different guilt aversion parameters, \(\theta ^{TG}_{i,g}\) and \(\theta ^{RG}_{i,g}\) in the two games. Denote by \(\beta '\) the prior belief on \(\beta\), before observing the first stage move. In the TG, for any value of \(\beta '\), we should expect player B to return whenever \(\theta ^{TG}_{B,g} \ge 20\), because the action of choosing SEND forces player B to update her beliefs (see Proposition 2 in Appendix A). In the RG, we should expect player i to return in the role of player B whenever \(\theta ^{RG}_{B,g} \ge \frac{20}{\beta _{j,i}'}\) (see Proposition 3 in Appendix A). Hence, more cooperation is possible in the RG than in the TG if the guilt aversion parameter is higher in the RG (necessary condition) and if the distribution of \(\beta '\) in the RG is such that enough subjects expect cooperation in the last stage.

  7. It is also consistent with the definition of James and Cropanzano (1994), that loyalty involves adherence to the goals of the group (in our setting, a Pareto improvement), and to the characteristic that individual contributions foster this sense of loyalty (Zdaniuk & Levine, 2001).

  8. Perhaps the most natural general definition is the following. Denote by S the set of players, and \(s \in S\) the subset of players who move at least once and strictly more than once with strictly positive probability (necessary condition for an initial move to signal future intentions). Let \(\theta _{ij,l}\) be a treason cost specific to player \(i'\)s perception of joint cooperation by player j. Denote by \(c_{ij}(h)\) the updated belief of player i given a history h that player \(j \ne i\) had the intention to cooperate until a terminal node \(n_{k \in K}\) as defined above. Player i incurs a treason cost equal to \(\sum _{j \in s, j \ne i} c_{ij}(h) \theta _{ij,l}\) from making a choice at node h that does not lead to a terminal node \(n_{k \in K}\) with certainty.

  9. In Battigalli and Dufwenberg (2007), “simple guilt” corresponds to the psychological cost of giving the other player less than what she expected to get. In contrast, “guilt for blame” represents the psychological cost of being blamed by the other for the lower payoff they receive. In our case, it could be linked to loyalty: if you expect the other player to SEND in a spirit of future cooperation - measured by your first order belief on their probability to RETURN if playing as person B in the last stage - you also expect blame for choosing to HOLD.

  10. For example, high socio-economic status subjects from Western countries display biases in trust games where trust and trustworthiness increase with age and stabilize around 30 (Sutter & Kocher, 2007).

  11. The legal working age in Pakistan is 15–64 years old, with a left-skewed population distribution. Based on the age distribution reported by the Pakistan Bureau of Statistics (https://www.pbs.gov.pk/sites/default/files/labour_force/publications/lfs2008_09/t01.pdf; last accessed May 31, 2023), the estimated mean age of the urban working population is 32.1 years.

  12. One subject in TG tried to talk during the session and was asked to leave, following the rule that was announced at the beginning of the experiment.

  13. We made it clear that “You can only participate in ONE session.” We checked all sign up lists to ensure that no subject has signed up for more than one session, and if those who showed up were on the list.

  14. These studies show that social proximity has positive effects on cooperation.

  15. The video script and experimental material was originally written in English, translated to Urdu, back translated to English, and then compared to the original English version for consistency. The English versions of the experimental instructions (video script), control questionnaire, and task sheets are provided in the supplemental material. The Urdu versions are available on request. In the introductory speech, the maximum earning was erroneously stated as 300PKR rather than 100PKR. This discrepancy should not affect behavior as the game incentives were correctly stated and clearly shown in the task sheets.

  16. In the experiment, we kept the terms “KEEP” and “SEND” symmetric across both roles for neutral framing.

  17. To preserve anonymity and assure subjects of a fair and unbiased payment process, subjects were advised that the third party who would pay them neither worked at the factory and nor was present at the experimental sessions. This person did not know how much each subject received and was different from the person who calculated the payments.

  18. These differences also hold between people in general and in the factory or group with \(p<0.001\) for all comparisons except for TRUSTWORTHY (factory: \(z=2.217, p<0.05\)) and RECIPROCAL (group: n.s.; factory: \(z=-2.11, p<0.05\)).

  19. For independent interest, we report regressions on the relationships between behavior and trust attitudes in Table 2 of Appendix C. We do not report them here as the layperson’s interpretation of such questions is possibly too broad to pin down its role in predicting behavior as specifically defined by our theory.

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Acknowledgements

We are grateful to Bilal and Ali Riaz, Jamil Khan, Shamaz Khalid, Mustafa Zaman, and other assistants for supporting the experiment. Thanks to Friedel Bolle, Yves Breitmoser, Paul Fenn, Georg Kirschsteiger, Alexander Kritikos, Yohanes Eko Riyanto, Robert Sugden, Jiwei Zheng, and participants to talks in Nottingham and Lille for the advice and encouragement. Research funding under the Nanyang Technological University Start-Up Grant and MOE AcRF Tier 1 grant (RG126/20) is gratefully acknowledged.

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Correspondence to Jonathan H. W. Tan.

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Appendices

Appendix A: Resolution of the games with existing social preferences

1.1 A1 Reciprocity in the Trust Game

Proposition 1

For intermediate values of the reciprocity parameter, \(\theta _{B,r} \in (1/50,1/40)\), there exists an equilibrium in which player A chooses SEND and player B returns with a probability \(q=3-\frac{1}{20 \theta _{B,r}} \in [1/2,1]\). For the highest values of the reciprocity parameter \(\theta _{B,r}\ge 1/40\), there exists an equilibrium in which A chooses SEND and player B chooses RETURN with probability one. For any value of the reciprocity parameter of player B, \(\theta _{B,r}\), an equilibrium in which player A chooses to KEEP exists, sustained by the out-of-equilibrium belief that B would RETURN less than half of the time if player A were to SEND. This equilibrium does not survive forward induction when one of the other two equilibria exist.

Proof

  1. 1.

    The perceived kindness of player A by player B is equal to \(\hat{\lambda }_{B}=100--20\beta - \frac{40+100--20\beta }{2}=30--10\beta\). The kindness of player B to player A in the second stage is either \(K_{B}=-20\) (if she chooses to HOLD) or \(K_{B}=20\) if she chooses to RETURN.

  2. 2.

    From the perspective of player A, choosing to SEND yields higher expected payoff than choosing to KEEP if his first belief on q, \(\alpha \ge \frac{1}{2}\).

  3. 3.

    For a given value of her second-order beliefs \(\beta\), player B prefers to RETURN whenever \(40 \theta (30--10\beta ) \ge 20\). Thus, in any mixed strategy with \(q \le 1\), it must hold that B is indifferent, \(\alpha =\beta =q=3-\frac{1}{20 \theta }\)

  4. 4.

    For any value of \(\theta \in [\frac{1}{40},\frac{1}{50}]\), the above equality is satisfied with a value of \(q \in [\frac{1}{2},1]\).

  5. 5.

    For values of \(\theta < \frac{1}{50}\), it is satisfied with \(q<\frac{1}{2}\). In that case, player A prefers to KEEP in the first stage.

  6. 6.

    Finally, for values of \(\theta > \frac{1}{40}\), \(40 \theta (30--10\beta ) \ge 20\) for all values of \(\beta\), so that it is a dominant strategy for player B to RETURN regardless of \(\beta\), and player A always prefers to SEND

  7. 7.

    For all values of \(\theta ,\) player A prefers to KEEP whenever \(\alpha < \frac{1}{2}\). However player B must update her beliefs to \(\beta \ge \frac{1}{2}\) upon observing that player A chose to SEND. When \(\theta _{B,r} \ge \frac{1}{50}\), it implies that she chooses to RETURN with probability higher than \(\frac{1}{2}\). Therefore, the equilibrium in which player A chooses to KEEP only survives forward induction when no other equilibrium exists.

\(\square\)

1.2 A2: Guilt aversion

1.2.1 A2.a Trust Game

Proposition 2

For sufficiently high guilt aversion parameter of player B, \(\theta _{B,g} \ge 20\), there exists an equilibrium in which player A chooses to SEND and player B always chooses RETURN. An equilibrium in which player A chooses to KEEP always exists, sustained by the out-of-equilibrium belief that B would RETURN less than half of the time if player A were to SEND. It however does not survive forward induction whenever \(\theta _{B,g} \ge 20\). For intermediate values of the reciprocity parameter, \(\theta _{B,g} \in (20,40)\), an equilibrium in which player A chooses to SEND and player B returns with a probability \(q=\frac{20}{\theta _{B,g}} \in [1/2,1]\) coexists with the equilibrium in pure strategy. The mixed strategy equilibrium however does not survive a small perturbation in the beliefs.

Proof

  1. 1.

    If player A chooses to SEND, player B prefers to RETURN whenever \(\theta _{B,g} \ge \frac{20}{\beta }\). Player A prefers to SEND whenever \(20+40\alpha \ge 40 \Leftrightarrow \alpha > 1/2\).

  2. 2.

    As \(\frac{20}{\beta }\) is decreasing in \(\beta\), the smallest possible value of the guilt aversion parameter for B to RETURN corresponds to a second-order belief on the probability to RETURN \(\beta =1\), and is given by \(\theta _{B,g}>20\).

  3. 3.

    For a mixed strategy to exists, player B must be indifferent between HOLD and RETURN, \(\beta =\alpha =q=\frac{20}{\theta _{B,g}}\). For this mixed strategy to be part of an equilibrium, player A must prefer to SEND. The smallest value of \(\alpha =\beta =q\) such that A prefers to SEND is 1/2, so that the smallest value of \(\theta _{B,g}\) such that \(\frac{20}{\theta _{B,g}}\ge 1/2\) is \(\theta _{B,g} \ge 40\). The highest value of \(\theta _{B,g}\) such that \(\frac{20}{\theta _{B,g}} < 1\) (at which point the mixed strategy degenerates to the pure strategy where B RETURNS with probability 1) is \(\theta _{B,g} < 40\). This mixed strategy equilibrium is however not stable in the sense that a small tremble in those probabilities leads to best responses converging to a pure strategy equilibrium.

  4. 4.

    As was the case with reciprocity, the equilibrium in which player A chooses to KEEP does not survive forward induction if \(\theta _{B,g} >20\), as player A should expect B to update her beliefs to \(\beta \ge 1/2\) after observing that A chose to SEND and therefore \(q=\beta =1\).

\(\square\)

1.2.2 A2.a ROSCA Game

Proposition 3

For any value of the guilt aversion parameters, an equilibrium in which both players chooses to SEND in the first stage exists and survives forward induction. No equilibrium with one or both players choosing to KEEP survives a small perturbation in the probabilities of the other player to SEND. When the guilt aversion parameter of a player i chosen by Nature to have the role of B, \(\theta _{i,g} <20\), this player chooses to HOLD in the second stage. For \(\theta _{i,g} \ge 20\) two equilibrium strategies in pure strategy coexist: to RETURN or to HOLD with probability one. For \(\theta _{i,g} \in (20,40)\), an equilibrium strategy to return with a probability \(q=\frac{20}{\theta _{B,g}} \in [1/2,1]\) coexists with the equilibria in pure strategy. The mixed strategy equilibrium however does not survive a small perturbation in the beliefs.

Proof

  • Both players prefer to SEND, even if they expect to RETURN with probability one and expect the other to HOLD with probability one.

  • Each player with a guilt aversion parameter \(\theta _{i,g} \ge 20\) chooses to RETURN with probability 1 when selected by Nature to have the role of B if her second-order belief about \(q_i\) is at least \(\beta _{ij} \ge \frac{20}{\theta _{ij}}\).

  • Hence, for all value of \(\theta _{i,g}>20\), there exists an equilibrium in which player i chooses to RETURN with probability one and one where she chooses to HOLD with probability one.

  • As both players prefer to SEND regardless of \(q_1,q_2\), the equilibrium in mixed strategy exists even for values of \(q_i=\frac{20}{\theta _{ij}}<1/2\). As for the TG, it is however not stable in the sense that a small tremble in those probabilities leads to best response converging to a pure strategy equilibrium.

  • There is also no need for any player to update their beliefs upon observing the other choosing to SEND, as this strategy is compatible with any value of \(\alpha\). Hence, if the prior belief is that the other player will HOLD, the updated belief after observing (SEND,SEND) can remain \(\beta _{ij}=0\).

\(\square\)

Comparing the TG and the RG with guilt aversion, an equilibrium in which player B (or the player chosen by Nature to take the role of player B) chooses to RETURN with probability one when \(\theta _{B,g}>20\) exists. There are two differences however. First, we should observe subjects to SEND more often in the RG. Second, we should observe subjects to RETURN more often in the TG, because after observing the other player has chosen SEND, player B updates her beliefs to \(\beta \ge 1/2\), for which the only possible equilibrium value surviving a small perturbation in the beliefs is \(\beta =1\), and prefers to SEND whenever \(\theta _{B,g}>20\), while in the RG beliefs are not updated and choosing to HOLD is an equilibrium strategy even when \(\theta _{B,g}>20\).

Appendix B. Resolution of the games with Loyalty

Proposition 4

The Trust Game with loyalty and guilt aversion displays the same equilibria as the TG with guilt aversion only.

Proof

By definition of loyalty, a single player moves before the last stage, so that no history of perceived cooperation can be built. The game is thus identical with and without loyalty. \(\square\)

Proposition 5

For any value of the guilt aversion parameters, an equilibrium in which both players chooses to SEND in the first stage exists and survives forward induction. No equilibrium with one or both players choosing to KEEP survives a small perturbation in the probability of the other player to SEND. There exists an equilibrium in which both players RETURN with probability one whenever \(\theta _{i,g}+\theta _{i,l} \ge 20\) for both \(i \in \{1,2\}\). If this conditon does not hold, similar to the case with guilt aversion only, there exists an equilibrium in which player i RETURN with probability one regardless of what player j does whenever \(\theta _{i,g} \ge 20\). The other equilibria identified in Proposition 3 continue to exist.

Proof

  • Both players prefer to SEND, even if they expect to RETURN with probability one and expect the other to HOLD with probability one.

  • Each player with a guilt aversion parameter \(\theta _{i,g}\) and loyalty parameter \(\theta _{i,l}\) chooses to RETURN with probability 1 when selected by Nature to have the role of B if her first-order belief about \(q_j\), \(\alpha _{ij}\) and her second-order belief about \(q_i\), \(\beta _{ij}\) are such that \(\theta _{i,g} \beta _{ij} + \theta _{i,l} \alpha _{ij} \ge 20\).

  • Hence, for all value of \(\theta _{i,g}+ \theta _{i,l} \ge 20\) and \(\theta _{j,g}+ \theta _{j,l} \ge 20\), \(j \ne i\), there exists an equilibrium in which \(\alpha _{ij}=\beta _{ij}=q_1=q_2=1\), both players choose to RETURN with probability one when selected by Nature to take the role of player B.

  • When, for one of the two players, \(\theta _{i,g} + \theta _{i,l} < 20\), but for the other \(\theta _{j,g} \ge 20\), an equilibrium in which player i chooses to HOLD and player j to RETURN when selected by Nature exists.

  • If for both players \(\theta _{j,g} < 20,\) only the equilibrium in which both players SEND and HOLD with probability one exists.

  • There is no need for any player to update their beliefs upon observing the other choosing to SEND, as this strategy is compatible with any value of \(\alpha _{ij}, \beta _{ij}\).

  • As for guilt aversion, a mixed strategy would not be stable in the sense that a small tremble in \(\alpha\) and \(\beta\) leads to best response converging to a pure strategy equilibrium.

\(\square\)

Comparing the Trust Game and the ROSCA game, there are two main differences. First, in the TG player B updates her beliefs on \(\beta\) upon observing a first move to SEND, so that \(\beta \ge 1/2\), while this is not the case in the RG. For that reason, we should expect more RETURN in the TG. Second, the condition for an equilibrium in which players choose to RETURN to exist is less restrictive in the RG, because of the additional loyalty parameter. Asymmetric equilibria in which only one of the player RETURN exist under similar conditions as in the TG, but the condition for the symmetric equilibrium in which both RETURN is weaker in RG. Hence, depending on whether the first effect (updated beliefs) or the second (weaker existence condition) dominates, we should expect more or less RETURN in the TG than in the RG. As we are looking for indications that loyalty is an important feature of psychological utility, we can make the prediction that if subjects RETURN more in RG than in TG, the existence of loyalty is more important than updated beliefs.

Appendix C. Behavior and trust attitudes

Using logit regressions with standard errors clustered at the subject level, we explore the relationship between behavior in both games and the self-reported measures of perceptions regarding the trust attitudes of others. We run regressions separately for interactions within group and across the factory on SEND (= 1 if SEND, = 0 if KEEP) for player A and RETURN (= 1 if RETURN, = 0 if HOLD) for player B with the independent variables RG (= 1 if RG, = 0 for TG), as well as trust attitudes with respects to others in the group, where HELPFUL-in, TRUSTWORTHY-in, RECIPROCITY-in, and FAIR-in (= 0 to 1), and factory, where HELPFUL-out, TRUSTWORTHY-out, RECIPROCITY-out, and FAIR-out (= 0 to 1). We control for SEX (= 1 if male, = 0 if female) and AGE (= 15-58).

Models 1 and 2 show with the positive and significant RG estimates that SEND and RETURN are higher in RG than TG when played within the group. Further, model 2 shows that RETURN increases with the perceived helpfulness of others (HELPFUL-in is positive and significant). The positive sign of RG in models 5 and 6 corroborate that subjects also SEND and RETURN more in RG than TG in outgroup interactions, and it is significant for SEND but not for RETURN, which is consistent with the weaker effect of outgroup loyalty in the RG (H2) and social proximity in the TG (H3).

Further regressions interact RG with the trust attitudes in models 3, 4, 7, and 8. We find that reciprocity increases with self-perceived trustworthiness (Model 6) but decreases with the perceived helpfulness of the outgroup (models 5 and 7) in contrast to how it increases for the ingroup (model 2). This suggests a tendency to reciprocate the ingroup but take advantage of the outgroup despite their positive intentions, which implies group-specific preference parameter values, despite no significant difference in self-reported RECIPROCITY to the ingroup and outgroup. Otherwise, the differences between effects of trust attitudes on behavior in RG and TG are not significant.

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Foucart, R., Tan, J.H.W. A test of loyalty. Theory Decis (2023). https://doi.org/10.1007/s11238-023-09966-4

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